I need your help to figure out Airscape's performance issues

Discussion and feedback on Construct 2

Post » Thu Feb 26, 2015 11:35 pm

^ :shock: :?
Don't lose your work. Backup your game with Dropbox.
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Post » Thu Feb 26, 2015 11:41 pm

(Sorry, forgot to do responses)

@Aurel, nothing offscreen is rendered. This problem is purely rendering related. Thus, offscreen activity shouldn't be a factor.
As for regular rotation, yes, the janks are just as noticeable, possibly even more noticeable.

@TiAm... yep. I'm definitely really weirded out by all this...
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Post » Fri Feb 27, 2015 12:17 am

I still get random stutters for a fraction of a second here and there.

I got it when I was on a very beefy Radeon R290 and still get it now on a Radeon 7950.

It feels like the stutter is a) texture dumping & loading, maybe gc related b) logic bottleneck or c) memory leak? I say this because in games where these are in fact the causes, I get random stutters too.
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Post » Fri Feb 27, 2015 12:47 am

The latest results are baffling - HTML5 is such a crapshoot... I genuinely feel for you Daniel, Im sorry :(
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Post » Fri Feb 27, 2015 12:59 am

I'm not sure if this is a useful comparison because v1 of the demo allowed me to zoom around and force lots of graphics work of my gpu, whereas v2 of the demo doesn't move around (so should be 60 fps, right?). I took these screen shots of chrome developer tools showing the javascript work being done per frame and, where there are gaps, the dropped frames. Version 1 dropped something like 1/5 and version 2 dropped something like 1/10. It would be interesting to make a comparison with a version made with r198 that allows for zooming around. If there's no difference between v3 and v1 then the problem is more likely to be of chrome's making. Such a comparison might show a difference in dropped frame rates - and if there is a discernible difference in dropped frame rates under similar loads then that would indicate that some of the problem could be down to the c2 engine. I have just reached the limit of my understanding...

airscape developer tools chrome.png


airscape developer tools chrome v2.png
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I only occasionally visit - I'm learning C# for Unity, but c2 is still a respectable game engine imo....
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Post » Fri Feb 27, 2015 2:08 am

@Colludium if you can't move around, that's a bug. What's preventing you from moving?
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Post » Fri Feb 27, 2015 2:17 am

Weird - I had only bubbles where squiddy should be.... It took a couple of hard refreshes and clicks on the link to get it to work properly. For comparison then, here's a screen shot of the v2 running - no difference to v1 as far as I could see.

airscape developer tools chrome v2.1.png
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I only occasionally visit - I'm learning C# for Unity, but c2 is still a respectable game engine imo....
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Post » Sat Feb 28, 2015 3:15 am

Out of curiosity, I just did a bit of testing in a different level of the full game.

I disabled all the layer shaders (There's still an adjust HSL shader on the player, but the effect of that has to be minimal)

I'm not even talking jank at the moment, just raw fps.

At 1080p in Chrome, with webGL ON, I got around 40fps.

At 1080p in Chrome, with webGL OFF, I got 60fps.



I'll say it again

At 1080p in Chrome, with webGL ON, I got around 40fps.

At 1080p in Chrome, with webGL OFF, I got 60fps.


This is actually sort of exciting for me because it means that there's definitely something wacky going on somewhere. @Ashley any ideas?

EDIT: I did some further testing in my fillrate tester (The same one used in this topic) and found that webGL performance was basically exactly the same as non webGL. I've tried to do some research to find out if this is expected behaviour or not, but there doesn't seem to be a lot written on the subject. Apparently fillrate usually isn't an issue for most games?

EDIT 2: OK, maybe I'm going crazy. I looked up some benchmarks:
Renderperf3: WebGL disabled
Renderperf3: WebGL enabled
I went around to every computer in the house and tested them out, on Chrome and IE. There were four laptops with Intel Integrated Graphics of different varieties, and every single one had non-webGL either perform identically to webGL, or surpass it by a significant margin. The only exception was a five year old mac, which crushed all the other computers when it came to webGL performance, and was about the same with non-webGL performance.

So... what's going on here? Why am I the only one who's noticed that webGL is performing the same as canvas2D on all Intel Integrated Graphics machines? Or is there something I'm missing?
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Post » Sat Feb 28, 2015 9:09 am

@sqiddster

I would be wary of those benchmarks...while I see the same as you (and I have Intel graphics, HD4000), I'm wondering about that text object that is being modulated...it looks like it might not be a spritefont. Also, I'm not seeing the same when trying some similar tests. Give these a go:

https://www.dropbox.com/s/8blp1b2nrnnvt ... .capx?dl=0

https://www.dropbox.com/s/b0qkyjxzd55k1 ... .capx?dl=0
Don't lose your work. Backup your game with Dropbox.
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Post » Sat Feb 28, 2015 9:37 am

Interesting, I get very smooth performance on my 6 year old laptop with max settings (I guess - normal rendering and the highest resolution available). It moves from 40 to 60 fps, but feels very smooth throughout. Both windowed and full-screen.

My system is a:
Intel Core 2 Duo CPU - P8400 @ 2.26Ghz
4 Gb of RAM
GeForce 9800M GTS

Windows 8.1 Pro
1920x1080 system resolution.

In full-screen it feels very proper-gamey, especially with all the menus, etc. I do notice the fonts loading in - perhaps consider sprite fonts for those?
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